Have the design values of League of Legends stood the test of time?

lol you wild wyd·6/21/2019, 5:54:59 PM·2 votes·2,428 views

Riot just published a dev post on the design pillars of Teamfight Tactics and it got me instantly thinking of League of Legend's and it's pillars.

(LINKS TO BOTH DEV BLOGS AT THE BOTTOM)

When I first saw the League of Legends design values I was ecstatic at the time. It was an indication to me (and the rest of the player base) that Riot is committed to creating a game that achieves longevity while maintaining it's core identity.

Most of the pillars of the game have been upheld and even improved upon in some cases but a wavering value of the game has been slowly decreasing in my opinion; and that's the strategic nuance of League of Legends.

https://imgur.com/a/L88KGnj

We live in a world where time to kill has decreased drastically due to damage creep, meta champions are as suffocating as ever and the game has turned into a full out team death-match. Enjoyment of League is highly subjective but to me strategical options and gameplay truly brings out the magic in the game we grew this burning passion for. Couple that with the recent decision to reduce the cadence of change for the game (Evolution Pillar), I fear staleness might creep into the game which is something that we all do not want.

We all want to see League succeed and be "evergreen" but to do that with meaning, identity must be coupled with longevity.

https://na.leagueoflegends.com/en/news/game-updates/features/dev-blog-design-values-league-legends

https://nexus.leagueoflegends.com/en-us/2019/06/dev-design-pillars-of-teamfight-tactics/

1 Comments

Voluug136/22/2019, 4:11:07 AM1 votes

The thing is, that was wordplay at best ( as in ''it heavily influences but you can still possibly win a bad match-up''), and a completly untrue and perfomative statement at worst.

You cant separate the moba genre (or any class-based PvP videogame) from the concept of counterpicking and match-ups. Its in the base concept of the genre and its derivates. But its not a rentable statement for Riot to admit, hence why you end up with a ton of overloaded heroes with no weaknesses and reworks aimed to remove/nerf counterpicks (but only benefiting popular champions ofc).